pbr.vertex.fx 9.4 KB

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  1. precision highp float;
  2. #include<__decl__pbrVertex>
  3. #define CUSTOM_VERTEX_BEGIN
  4. // Attributes
  5. attribute vec3 position;
  6. #ifdef NORMAL
  7. attribute vec3 normal;
  8. #endif
  9. #ifdef TANGENT
  10. attribute vec4 tangent;
  11. #endif
  12. #ifdef UV1
  13. attribute vec2 uv;
  14. #endif
  15. #ifdef UV2
  16. attribute vec2 uv2;
  17. #endif
  18. #ifdef MAINUV1
  19. varying vec2 vMainUV1;
  20. #endif
  21. #ifdef MAINUV2
  22. varying vec2 vMainUV2;
  23. #endif
  24. #ifdef VERTEXCOLOR
  25. attribute vec4 color;
  26. #endif
  27. #include<helperFunctions>
  28. #include<bonesDeclaration>
  29. // Uniforms
  30. #include<instancesDeclaration>
  31. #if defined(ALBEDO) && ALBEDODIRECTUV == 0
  32. varying vec2 vAlbedoUV;
  33. #endif
  34. #if defined(AMBIENT) && AMBIENTDIRECTUV == 0
  35. varying vec2 vAmbientUV;
  36. #endif
  37. #if defined(OPACITY) && OPACITYDIRECTUV == 0
  38. varying vec2 vOpacityUV;
  39. #endif
  40. #if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0
  41. varying vec2 vEmissiveUV;
  42. #endif
  43. #if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0
  44. varying vec2 vLightmapUV;
  45. #endif
  46. #if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0
  47. varying vec2 vReflectivityUV;
  48. #endif
  49. #if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0
  50. varying vec2 vMicroSurfaceSamplerUV;
  51. #endif
  52. #if defined(BUMP) && BUMPDIRECTUV == 0
  53. varying vec2 vBumpUV;
  54. #endif
  55. #ifdef CLEARCOAT
  56. #if defined(CLEARCOAT_TEXTURE) && CLEARCOAT_TEXTUREDIRECTUV == 0
  57. varying vec2 vClearCoatUV;
  58. #endif
  59. #if defined(CLEARCOAT_BUMP) && CLEARCOAT_BUMPDIRECTUV == 0
  60. varying vec2 vClearCoatBumpUV;
  61. #endif
  62. #if defined(CLEARCOAT_TINT_TEXTURE) && CLEARCOAT_TINT_TEXTUREDIRECTUV == 0
  63. varying vec2 vClearCoatTintUV;
  64. #endif
  65. #endif
  66. #ifdef SHEEN
  67. #if defined(SHEEN_TEXTURE) && SHEEN_TEXTUREDIRECTUV == 0
  68. varying vec2 vSheenUV;
  69. #endif
  70. #endif
  71. #ifdef ANISOTROPIC
  72. #if defined(ANISOTROPIC_TEXTURE) && ANISOTROPIC_TEXTUREDIRECTUV == 0
  73. varying vec2 vAnisotropyUV;
  74. #endif
  75. #endif
  76. #ifdef SUBSURFACE
  77. #if defined(SS_THICKNESSANDMASK_TEXTURE) && SS_THICKNESSANDMASK_TEXTUREDIRECTUV == 0
  78. varying vec2 vThicknessUV;
  79. #endif
  80. #endif
  81. // Output
  82. varying vec3 vPositionW;
  83. #if DEBUGMODE > 0
  84. varying vec4 vClipSpacePosition;
  85. #endif
  86. #ifdef NORMAL
  87. varying vec3 vNormalW;
  88. #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
  89. varying vec3 vEnvironmentIrradiance;
  90. #include<harmonicsFunctions>
  91. #endif
  92. #endif
  93. #ifdef VERTEXCOLOR
  94. varying vec4 vColor;
  95. #endif
  96. #include<bumpVertexDeclaration>
  97. #include<clipPlaneVertexDeclaration>
  98. #include<fogVertexDeclaration>
  99. #include<__decl__lightFragment>[0..maxSimultaneousLights]
  100. #include<morphTargetsVertexGlobalDeclaration>
  101. #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
  102. #ifdef REFLECTIONMAP_SKYBOX
  103. varying vec3 vPositionUVW;
  104. #endif
  105. #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
  106. varying vec3 vDirectionW;
  107. #endif
  108. #include<logDepthDeclaration>
  109. #define CUSTOM_VERTEX_DEFINITIONS
  110. void main(void) {
  111. #define CUSTOM_VERTEX_MAIN_BEGIN
  112. vec3 positionUpdated = position;
  113. #ifdef NORMAL
  114. vec3 normalUpdated = normal;
  115. #endif
  116. #ifdef TANGENT
  117. vec4 tangentUpdated = tangent;
  118. #endif
  119. #ifdef UV1
  120. vec2 uvUpdated = uv;
  121. #endif
  122. #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
  123. #ifdef REFLECTIONMAP_SKYBOX
  124. #ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED
  125. vPositionUVW = (reflectionMatrix * vec4(positionUpdated, 1.0)).xyz;
  126. #else
  127. vPositionUVW = positionUpdated;
  128. #endif
  129. #endif
  130. #define CUSTOM_VERTEX_UPDATE_POSITION
  131. #define CUSTOM_VERTEX_UPDATE_NORMAL
  132. #include<instancesVertex>
  133. #include<bonesVertex>
  134. #ifdef MULTIVIEW
  135. if (gl_ViewID_OVR == 0u) {
  136. gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
  137. } else {
  138. gl_Position = viewProjectionR * finalWorld * vec4(positionUpdated, 1.0);
  139. }
  140. #else
  141. gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
  142. #endif
  143. #if DEBUGMODE > 0
  144. vClipSpacePosition = gl_Position;
  145. #endif
  146. vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);
  147. vPositionW = vec3(worldPos);
  148. #ifdef NORMAL
  149. mat3 normalWorld = mat3(finalWorld);
  150. #ifdef NONUNIFORMSCALING
  151. normalWorld = transposeMat3(inverseMat3(normalWorld));
  152. #endif
  153. vNormalW = normalize(normalWorld * normalUpdated);
  154. #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
  155. vec3 reflectionVector = vec3(reflectionMatrix * vec4(vNormalW, 0)).xyz;
  156. #ifdef REFLECTIONMAP_OPPOSITEZ
  157. reflectionVector.z *= -1.0;
  158. #endif
  159. vEnvironmentIrradiance = computeEnvironmentIrradiance(reflectionVector);
  160. #endif
  161. #endif
  162. #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
  163. vDirectionW = normalize(vec3(finalWorld * vec4(positionUpdated, 0.0)));
  164. #endif
  165. // Texture coordinates
  166. #ifndef UV1
  167. vec2 uvUpdated = vec2(0., 0.);
  168. #endif
  169. #ifndef UV2
  170. vec2 uv2 = vec2(0., 0.);
  171. #endif
  172. #ifdef MAINUV1
  173. vMainUV1 = uvUpdated;
  174. #endif
  175. #ifdef MAINUV2
  176. vMainUV2 = uv2;
  177. #endif
  178. #if defined(ALBEDO) && ALBEDODIRECTUV == 0
  179. if (vAlbedoInfos.x == 0.)
  180. {
  181. vAlbedoUV = vec2(albedoMatrix * vec4(uvUpdated, 1.0, 0.0));
  182. }
  183. else
  184. {
  185. vAlbedoUV = vec2(albedoMatrix * vec4(uv2, 1.0, 0.0));
  186. }
  187. #endif
  188. #if defined(AMBIENT) && AMBIENTDIRECTUV == 0
  189. if (vAmbientInfos.x == 0.)
  190. {
  191. vAmbientUV = vec2(ambientMatrix * vec4(uvUpdated, 1.0, 0.0));
  192. }
  193. else
  194. {
  195. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  196. }
  197. #endif
  198. #if defined(OPACITY) && OPACITYDIRECTUV == 0
  199. if (vOpacityInfos.x == 0.)
  200. {
  201. vOpacityUV = vec2(opacityMatrix * vec4(uvUpdated, 1.0, 0.0));
  202. }
  203. else
  204. {
  205. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  206. }
  207. #endif
  208. #if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0
  209. if (vEmissiveInfos.x == 0.)
  210. {
  211. vEmissiveUV = vec2(emissiveMatrix * vec4(uvUpdated, 1.0, 0.0));
  212. }
  213. else
  214. {
  215. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  216. }
  217. #endif
  218. #if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0
  219. if (vLightmapInfos.x == 0.)
  220. {
  221. vLightmapUV = vec2(lightmapMatrix * vec4(uvUpdated, 1.0, 0.0));
  222. }
  223. else
  224. {
  225. vLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));
  226. }
  227. #endif
  228. #if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0
  229. if (vReflectivityInfos.x == 0.)
  230. {
  231. vReflectivityUV = vec2(reflectivityMatrix * vec4(uvUpdated, 1.0, 0.0));
  232. }
  233. else
  234. {
  235. vReflectivityUV = vec2(reflectivityMatrix * vec4(uv2, 1.0, 0.0));
  236. }
  237. #endif
  238. #if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0
  239. if (vMicroSurfaceSamplerInfos.x == 0.)
  240. {
  241. vMicroSurfaceSamplerUV = vec2(microSurfaceSamplerMatrix * vec4(uvUpdated, 1.0, 0.0));
  242. }
  243. else
  244. {
  245. vMicroSurfaceSamplerUV = vec2(microSurfaceSamplerMatrix * vec4(uv2, 1.0, 0.0));
  246. }
  247. #endif
  248. #if defined(BUMP) && BUMPDIRECTUV == 0
  249. if (vBumpInfos.x == 0.)
  250. {
  251. vBumpUV = vec2(bumpMatrix * vec4(uvUpdated, 1.0, 0.0));
  252. }
  253. else
  254. {
  255. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  256. }
  257. #endif
  258. #ifdef CLEARCOAT
  259. #if defined(CLEARCOAT_TEXTURE) && CLEARCOAT_TEXTUREDIRECTUV == 0
  260. if (vClearCoatInfos.x == 0.)
  261. {
  262. vClearCoatUV = vec2(clearCoatMatrix * vec4(uvUpdated, 1.0, 0.0));
  263. }
  264. else
  265. {
  266. vClearCoatUV = vec2(clearCoatMatrix * vec4(uv2, 1.0, 0.0));
  267. }
  268. #endif
  269. #if defined(CLEARCOAT_BUMP) && CLEARCOAT_BUMPDIRECTUV == 0
  270. if (vClearCoatBumpInfos.x == 0.)
  271. {
  272. vClearCoatBumpUV = vec2(clearCoatBumpMatrix * vec4(uvUpdated, 1.0, 0.0));
  273. }
  274. else
  275. {
  276. vClearCoatBumpUV = vec2(clearCoatBumpMatrix * vec4(uv2, 1.0, 0.0));
  277. }
  278. #endif
  279. #if defined(CLEARCOAT_TINT_TEXTURE) && CLEARCOAT_TINT_TEXTUREDIRECTUV == 0
  280. if (vClearCoatTintInfos.x == 0.)
  281. {
  282. vClearCoatTintUV = vec2(clearCoatTintMatrix * vec4(uvUpdated, 1.0, 0.0));
  283. }
  284. else
  285. {
  286. vClearCoatTintUV = vec2(clearCoatTintMatrix * vec4(uv2, 1.0, 0.0));
  287. }
  288. #endif
  289. #endif
  290. #ifdef SHEEN
  291. #if defined(SHEEN_TEXTURE) && SHEEN_TEXTUREDIRECTUV == 0
  292. if (vSheenInfos.x == 0.)
  293. {
  294. vSheenUV = vec2(sheenMatrix * vec4(uvUpdated, 1.0, 0.0));
  295. }
  296. else
  297. {
  298. vSheenUV = vec2(sheenMatrix * vec4(uv2, 1.0, 0.0));
  299. }
  300. #endif
  301. #endif
  302. #ifdef ANISOTROPIC
  303. #if defined(ANISOTROPIC_TEXTURE) && ANISOTROPIC_TEXTUREDIRECTUV == 0
  304. if (vAnisotropyInfos.x == 0.)
  305. {
  306. vAnisotropyUV = vec2(anisotropyMatrix * vec4(uvUpdated, 1.0, 0.0));
  307. }
  308. else
  309. {
  310. vAnisotropyUV = vec2(anisotropyMatrix * vec4(uv2, 1.0, 0.0));
  311. }
  312. #endif
  313. #endif
  314. #ifdef SUBSURFACE
  315. #if defined(SS_THICKNESSANDMASK_TEXTURE) && SS_THICKNESSANDMASK_TEXTUREDIRECTUV == 0
  316. if (vThicknessInfos.x == 0.)
  317. {
  318. vThicknessUV = vec2(thicknessMatrix * vec4(uvUpdated, 1.0, 0.0));
  319. }
  320. else
  321. {
  322. vThicknessUV = vec2(thicknessMatrix * vec4(uv2, 1.0, 0.0));
  323. }
  324. #endif
  325. #endif
  326. // TBN
  327. #include<bumpVertex>
  328. // Clip plane
  329. #include<clipPlaneVertex>
  330. // Fog
  331. #include<fogVertex>
  332. // Shadows
  333. #include<shadowsVertex>[0..maxSimultaneousLights]
  334. // Vertex color
  335. #ifdef VERTEXCOLOR
  336. vColor = color;
  337. #endif
  338. // Point size
  339. #ifdef POINTSIZE
  340. gl_PointSize = pointSize;
  341. #endif
  342. // Log. depth
  343. #include<logDepthVertex>
  344. #define CUSTOM_VERTEX_MAIN_END
  345. }